Zelda (SSBU): Difference between revisions

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Additionally, Zelda noticeably benefits from some of the universal changes. Despite still having below-average mobility relative to the rest of the cast, the universal 3-frame [[jumpsquat]]s and reduced landing lag improve her noticeably, as they greatly supplement her neutral game, previously one of her main weaknesses. This allows her to approach more reliably and improves her combo potential, giving her more consistent and durable followups from moves such as [[up tilt]], neutral aerial, up throw, and down throw, which can dish out large amounts of damage. The changes to [[air dodging]] also generally benefit her, as they improve her edgeguarding game with moves like Din's Fire.
Additionally, Zelda noticeably benefits from some of the universal changes. Despite still having below-average mobility relative to the rest of the cast, the universal 3-frame [[jumpsquat]]s and reduced landing lag improve her noticeably, as they greatly supplement her neutral game, previously one of her main weaknesses. This allows her to approach more reliably and improves her combo potential, giving her more consistent and durable followups from moves such as [[up tilt]], neutral aerial, up throw, and down throw, which can dish out large amounts of damage. The changes to [[air dodging]] also generally benefit her, as they improve her edgeguarding game with moves like Din's Fire.


However, Zelda has received some mixed changes and a few nerfs as well. Despite the improved speed and combo potential of her neutral attack, it no longer has frame advantage against shields, and none of her other attacks has had their ending lag reduced enough to fully compensate. Down tilt has less ending lag, but has less range and its new angle worsens its combo potential in general, removing its ability to combo into up aerial, although it can now combo better into neutral aerial and dash attack and has a new KO setup into forward aerial. The changes to down aerial's hitboxes increase the clean hit's range and remove the blindspot located in Zelda's lower leg, but causes the late hit to have smaller hitboxes. Zelda's dash and pivot [[grab]]s, already below-average in speed, have received even more startup, although her pivot grab has very large range for a non-tether grab and both of them have less ending lag. Both [[forward throw]] and Farore's Wind are weaker, most significantly the former, now only being usable for setting up edgeguards in a similar vein to {{SSBU|Ness}}' own forward throw, though Farore's Wind is more consistent for self-combos due to faster startup and more precise DI options for reappearance that can hit opponents who DI the initial hit.
However, Zelda has received some mixed changes and a few nerfs as well. Despite the improved speed and combo potential of her neutral attack, it no longer has frame advantage against shields, and none of her other attacks has had their ending lag reduced enough to fully compensate. Down tilt has less ending lag, but has less range and its new angle worsens its combo potential in general, removing its ability to combo into up aerial, although it can now combo better into neutral aerial and dash attack and has a new KO setup into forward aerial. The changes to down aerial's hitboxes increase the clean hit's range and remove the blindspot located in Zelda's upper leg, but causes the late hit to have smaller hitboxes. Zelda's dash and pivot [[grab]]s, already below-average in speed, have received even more startup, although her pivot grab has very large range for a non-tether grab and both of them have less ending lag. Both [[forward throw]] and Farore's Wind are weaker, most significantly the former, now only being usable for setting up edgeguards in a similar vein to {{SSBU|Ness}}' own forward throw, though Farore's Wind is more consistent for self-combos due to faster startup and more precise DI options for reappearance that can hit opponents who DI the initial hit.


Although Zelda benefits from some the changes to the game's engine, other changes have impaired her as well; the universal increase in mobility doesn't benefit her as much due to her slow grounded movement, since it still doesn't allow her to catch up with most of the cast. The increased [[shieldstun]] both helps and hinders Zelda, as it allows her moves to be more safely spaced, but combined with the universal reductions to landing lag (despite aerials having less shieldstun), it also slightly worsens her respectable out of shield game.
Although Zelda benefits from some the changes to the game's engine, other changes have impaired her as well; the universal increase in mobility doesn't benefit her as much due to her slow grounded movement, since it still doesn't allow her to catch up with most of the cast. The increased [[shieldstun]] both helps and hinders Zelda, as it allows her moves to be more safely spaced, but combined with the universal reductions to landing lag (despite aerials having less shieldstun), it also slightly worsens her respectable out of shield game.
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